Many thanks! I've refactored the Tumbleweed template to use attributes now. But I won't do it with this template as I'd really like users to switch to the newer template and this one has not been refactored at all.

Maybe it would have been smarter to call the Tumbleweed Template "9-verb MI-Style 2.0"

2) they group the settings by categoryI decided against individual arrays for each category of settings, as I find this a bit too confusing when setting up a new GUI. The options are still somehow categorized by the attribute name.

3) they make them reflexive (accessible by index or name in the array of settings, allowing to tie them to an in-game console system)check4) they clarify the initialization sequence and keep the object in a consistent stateerr... 1/2 check? The initialization is done by the internal AGS functions. There is no needed sequence or order for the options to be set. Also the whole dialog GUI is now static.

And as said before: this won't make it into this template. But since the module doesn't have dependencies, you should have no problems importing the code from Tumbleweed Verbs.